feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)
* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
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78
examples2d/stress_tests/convex_polygons2.rs
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78
examples2d/stress_tests/convex_polygons2.rs
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use rand::distr::{Distribution, StandardUniform};
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use rand::{SeedableRng, rngs::StdRng};
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use rapier_testbed2d::Testbed;
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use rapier2d::prelude::*;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = 30.0;
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let rigid_body = RigidBodyBuilder::fixed();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, 1.2);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::fixed()
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.rotation(std::f32::consts::FRAC_PI_2)
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.translation(Vec2::new(ground_size, ground_size * 2.0));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size * 2.0, 1.2);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::fixed()
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.rotation(std::f32::consts::FRAC_PI_2)
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.translation(Vec2::new(-ground_size, ground_size * 2.0));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size * 2.0, 1.2);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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/*
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* Create the convex polygons
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*/
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let num = 26;
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let scale = 2.0;
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let border_rad = 0.0;
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let shift = border_rad * 2.0 + scale;
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let centerx = shift * (num as f32) / 2.0;
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let centery = shift / 2.0;
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let mut rng = StdRng::seed_from_u64(0);
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let distribution = StandardUniform;
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for i in 0..num {
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for j in 0usize..num * 5 {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift * 2.0 + centery + 2.0;
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vec2::new(x, y));
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let handle = bodies.insert(rigid_body);
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let mut points = Vec::new();
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for _ in 0..10 {
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let pt: [f32; 2] = distribution.sample(&mut rng);
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points.push(Vec2::from(pt) * scale);
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}
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let collider = ColliderBuilder::convex_hull(&points).unwrap();
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(Vec2::new(0.0, 50.0), 10.0);
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}
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